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The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Advance Program
1 Advance Program N O L O G H Y C E T I N S P I R A T I O N N I N I O N O V A T The 41st International Conference and Exhibition on Computer Graphics and Interactive Techniques Table of Contents s2014.siggraph.org Table of Contents 2 3 Conference at a Glance 27 Real-Time Live! 4 Reasons to Attend 28 Studio 5 Conference Overview 32 Talks 7 Conference Schedule 37 Technical Papers 10 Art Gallery: Acting in Translation 50 Exhibitor Tech Talks 12 Art Papers 51 Exhibitor List (as of 6 June) 13 Computer Animation Festival 52 Job Fair Participants (as of 6 June) 14 Courses (See Studio for more Courses.) 53 General Information 18 Emerging Technologies 54 Registration Fee Information 20 Panels 55 Conference Committee 22 Production Sessions 56 Co-Located Events Cover images left to right: 1. Mesh Denoising via L0 Minimization © 2013 Lei He & Scott Schaefer, Texas A&M University. 2. ORU BURUS © 2013 Supinfocom Valenciennes, Autour de Minuit. 3. Weighted Averages on Surfaces Using Phong Projection © 2013 Daniele Panozzo, ETH Zürich. 4. not over © 2013 Toru Hayai, Taiyo Kikaku co., ltd. 5. The Octopus and the Geisha © 2013 Edward Dawson-Taylor, EDJFX. 6. Realtime Facial Animation with On-the-fly Correctives © 2013 Hao Li, University of Southern California, Industrial Light & Magic. Table of Contents s2014.siggraph.org Conference at a Glance 3 Conference Registration Categories Schedule subject to change. F Full Conference Access S Select Conference Access E+ Exhibits Plus Ex Exhibitors 10 August 11 August 12 August 13 August -
Miptv 2020 Producers to Watch Contents
MIPTV 2020 PRODUCERS TO WATCH CONTENTS DOC & FACTUAL 3 DRAMA / FICTION 36 FORMATS 112 KIDS & TEENS 149 DOC & FACTUAL DOC & FACTUAL PRODUCERS LISTED BY COUNTRY AUSTRIA FINLAND HUNGARY SOUTH AFRICA COLLABORATE: IDEAS & IMAGES GS FILM FILM-& FERNSEHPRODUKTION AITO MEDIA SPEAKEASY PROJECT HOMEBREW FILMS Lauren Anders Brown E.U. Erna AAlto László Józsa Jaco Loubser EMPORIUM PRODUCTIONS Gernot Stadler GIMMEYAWALLET PRODUCTIONS OKUHLE MEDIA Emma Read Phuong Chu Suominen IRELAND Pulane Boesak IMPOSSIBLE DOC & FACTUAL BELGIUM RAGGARI FILMS FELINE FILMS Adam Luria CLIN D’ŒIL Minna Dufton Jessie Fisk SPAIN WOODCUT MEDIA Hanne Phlypo BRUTAL MEDIA Matthew Gordon FRANCE JAPAN Raimon Masllorens BELGIUM COLLABORATION INC 4TH DOC & FACTUAL TAMBOURA FILMS UNITED STATES EKLEKTIK PRODUCTION Bettina Hatami Toshikazu Suzuki Xaime Barreiro CREATIVE HEIGHTS ENTERTAINMENT Tatjana Kozar Jaswant Dev Shrestha BLEU KOBALT KOREA ZONA MIXTA CANADA Florence Sala GINA DREAMS PRODUCTION Robert Fonollosa GALAXIE Sunah Kim DBCOM MEDIA SWITZERLAND Nicolas Boucher Thierry Caillibot GEDEON PROGRAMMES PERU SLASH PRODUCTION TORTUGA Jean-Christophe Liechti Adam Pajot Gendron Maya Lussier Seguin PACHA FILMS URBANIA MÉDIAS HAUTEVILLE PRODUCTIONS Luis Del Valle UNITED KINGDOM Philippe Lamarre Karina Si Ahmed POLAND ALLEYCATS ILLEGITIME DEFENSE Desmond Henderson CHINA Arnaud Xainte KIJORA FILM Anna Gawlita BIG DEAL FILMS - UNSCRIPTED DA NENG CULTURE MEDIA YUZU PRODUCTIONS Thomas Stogdon Hengyi Zhi Christian Popp PORTUGAL CHALKBOARD TV ENCOUNTER MEDIA Simon Cooper Qi Zhao PANAVIDEO Diana Nunes SHUTTER BUG STUIO(BEIJING) Hongmiao Yu GS FILM FILM-& FERNSEHPRODUKTION E.U. AUSTRIA My previous works & partners : We have produced over 70 documentaries/docu-dramas and documentary series on various topics such as human interest, history, culture and nature. -
DVD MAGAZINE Outstanding Animation, VFX and Motion Graphics for Design and Advertising 13 ��������������������
DVD MAGAZINE Outstanding animation, VFX and motion graphics for design and advertising 13 �������������������� ������������������������������������������������������������������������������� ��������������������������������������������������������������������������������� ������������������������������������������������������������������������������ �������� ������� �������� ������������ ������� ��������������� ������� ��� �������� ������������������������������������������������������������������������������ ������������������������������������������������ �������������������������������������������������������������������������������� ��������������������������������������������������������������������������������� ������������������� ������������������������������������������������������������������������������� ������������������������������������������������������������������������������������ ���������������������������������������������������������������������������������� �������������������������������������������������������������������������������� ������������������������������������������������������������������������������ �������������������������������������������������������������������������������������� ������������������������ ��������������������������������������������������������������������� �������������������������� ���������������������������������� �������������������� ����������������������������������������� ���������������������������������������� ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������� -
Animation Is a Process Where Characters Or Objects Are Created As Moving Images
3D animation is a process where characters or objects are created as moving images. Rather than traditional flat or 2d characters, these 3D animation images give the impression of being able to move around characters and observe them from all angles, just like real life. 3D animation technology is relatively new and if done by hand would take thousands of hours to complete one short section of moving film. The employment of computers and software has simplified and accelerated the 3D animation process. As a result, the number of 3D animators as well as the use of 3D animation technology has increased. What will I learn in a 3D animation program? Your 3D animation program course content depends largely upon the 3D animation program in which you enroll. Some programs allow you to choose the courses that you are interested in. Other 3D animation programs are more structured and are intended to train you for a specific career or 3D animation role within the industry. You may learn about character creation, storyboarding, special effects, image manipulation, image capture, modeling, and various computer aided 3D animation design packages. Some 3D animation courses may cover different methods of capturing and recreating movement for 3D animation. You may learn "light suit" technology, in which suits worn by actors pinpoint the articulation of joints by a light. This if filmed from various different angles and used to replicate animated movement in a realistic way). What skills will I need for a 3D animation program? You'll need to have both creativity and attention to detail for a career in 3D animation. -
Stop Motion & Motion Capture Stop Motion
VolVol 22 IssueIssue 1111 February 1998 Stop Motion & Motion Capture The Politics of Performance Animation FoamFoam PuppetPuppet FrabicationFrabication ExplainedExplained BarryBarry Purves Purves ThrowsThrows DownDown thethe GauntletGauntlet Little Big Estonia InsideInside MedialabMedialab Table of Contents February, 1998 Vol. 2, No. 11 4 Editor’s Notebook Animation and its many changing faces... 5 Letters: [email protected] STOP-MOTION & MOTION-CAPTURE 6 Who’s Data Is That Anyway? Gregory Peter Panos, founding co-director of the Performance Animation Society, describes a new fron- tier of dilemmas, the politics of performance animation. 9 Boldly Throwing Down the Gauntlet In our premier issue, acclaimed stop-motion animator Barry J.C. Purves shared his sentiments on the coming of the computer. Now Barry’s back to share his thoughts on the last two years that have been both exhilarating and disappointing for him. 14 A Conversation With... In a small, quiet cafe, motion-capture pioneer Chris Walker and outrageous stop-motion animator Corky Quakenbush got together for lunch and discovered that even though their techniques may appear to be night and day, they actually have a lot in common. 21 At Last, Foam Puppet Fabrication Explained! How does one build an armature from scratch and end up with a professional foam puppet? Tom Brierton is here to take us through the steps and offer advice. 27 Little Big Estonia:The Nukufilm Studio On the 40th anniversary of Estonia’s Nukufilm, Heikki Jokinen went for a visit to profile the puppet ani- mation studio and their place in the post-Soviet world. 31 Wallace & Gromit Spur Worldwide Licensing Activity Karen Raugust takes a look at the marketing machine behind everyone’s favorite clay characters, Wallace & Gromit. -
An Overview Study of Game Engines
Faizi Noor Ahmad Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 3, Issue 5, Sep-Oct 2013, pp.1673-1693 RESEARCH ARTICLE OPEN ACCESS An Overview Study of Game Engines Faizi Noor Ahmad Student at Department of Computer Science, ACNCEMS (Mahamaya Technical University), Aligarh-202002, U.P., India ABSTRACT We live in a world where people always try to find a way to escape the bitter realities of hubbub life. This escapism gives rise to indulgences. Products of such indulgence are the video games people play. Back in the past the term ―game engine‖ did not exist. Back then, video games were considered by most adults to be nothing more than toys, and the software that made them tick was highly specialized to both the game and the hardware on which it ran. Today, video game industry is a multi-billion-dollar industry rivaling even the Hollywood. The software that drives these three dimensional worlds- the game engines-have become fully reusable software development kits. In this paper, I discuss the specifications of some of the top contenders in video game engines employed in the market today. I also try to compare up to some extent these engines and take a look at the games in which they are used. Keywords – engines comparison, engines overview, engines specification, video games, video game engines I. INTRODUCTION 1.1.2 Artists Back in the past the term ―game engine‖ did The artists produce all of the visual and audio not exist. Back then, video games were considered by content in the game, and the quality of their work can most adults to be nothing more than toys, and the literally make or break a game. -
AWNMAG5.05 Cover
Table of Contents AUGUST 2000 VOL.5 NO.5 5 Editor’s Notebook Go Web Young (Wo)Man, Go Web 7 Letters: [email protected] InternetCOMIC BOOKS Animation 8 Your Move… Jacquie Kubin looks at how and why packaged gaming companies are adding on-line elements to their business plans. 12 Alter-Net-ive Worlds How would the world of animation be different if instead of being a new tool the Web was an old one? Get ready for some pretty wild “classics.” Martin “Dr. Toon” Goodman takes us theorizing… 16 The Aesthetics of Internet Animation Think Web tools are restrictive creatively? Think again! Chris Lanier, creator of Wildbrain’s Romanov, explains why, in the vein of comics, they are actually a source of freedom. 2000 20 Is There Life Beyond Flash? Flash is the leading tool for Internet animation, but there are a few other options for production and augmentation. Here industry leaders reveal their secrets from high tech 3D software to good, old-fashioned talent. 23 Getting Started On-Line So you want to get into this Internet game? Two of AtomStudios’ animators, Kwesi Ako Kennedy and James Dalby, not only tell you how, but offer tips for success. ComputerADULT ANIMATION Animation 25 Vancouver’s Mainframe Entertainment Since their first 3D CGI television show, the groundbreaking Reboot, Mainframe Entertainment has been producing quality children’s television. Don Perro goes for a tour and finds they are working on more than television now. 29 Writing for CGI:A Talk With Ian Boothby UGUST Ian Boothby, co-writer of Casper’s Haunted Christmas, gives us some insight on the pitfalls and joys of writing for CGI. -
SECO/BM Evolution
Business Model Evolution in the Game Software Ecosystem Towards a method for modelling business model evolution Graph: Game publishers and game platforms in the game software ecosystem Master Thesis MBI Thesis Candidate Niels van den Berg [email protected] Utrecht University Institute of Information and Computing Sciences Princetonplein 5, 3584 CC Utrecht, The Netherlands Date June 2015 Business Model Evolution in the Game Software Ecosystem 2 Supervisors dr. F.J. Bex Assistant Professor Utrecht University [email protected] dr. S. Jansen Assistant Professor Utrecht University [email protected] Business Model Evolution in the Game Software Ecosystem 3 Summary More than ever, video game software companies operate within networks that share markets and services on common platforms. The Game Software Ecosystem (G-SECO) encompasses many different types of organizations, each maintaining a business model (BM) that enables them to effectively fulfill their role in the SECO. These BMs are not static. To assure a strategic advantage, organizations find themselves continually evaluating and adapting their BM. New technologies and changes in demand open up ways to conduct business and entice organizations to adapt their business models in order to secure or reposition their presence in the SECOs that they are part of. It remains what this evolution looks like and how software organizations influence one another by adapting their business model. Furthermore, we know little about what the G-SECO looks like and how it influences BM-evolution for its members. This exploratory research provides insight on the effects of BM-changes within the G-SECO by investigating the evolution of business models within the video game industry. -
ID Name 112495 1 AMERICA 100003 1 EYED DOG LTD 104562 10 BY
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F E L I P E C E R D
felipe cerdán animation • illustration design 16410 armstead street granda hills, ca 91344 818.919.4408 • [email protected] • www.felipecerdan.com SKILLS PROFESSIONAL EXPERIENCE • CBS Interactive, Burbank, California Jan 2017 - current Illustration Senior Interactive Designer/Display Marketing for CBS All Access Graphic Design • OWN: THE OPRAH WINFREY NETWORK, Los Angeles, California Sept 2015 - Jan 2017 Traditional Effects Animation Art Director/Off Air Print Department - Key Art + Graphic design for OWN Studios. Creative for Television/Internal Projects Previs/Layout • SPRITE ANIMATION STUDIOS, Los Angeles, California May - Sept 2015 Character Design Layout Artist - Sequence and Character Blocking. Camera animation. Photoshop RUDOLPH AND IPPIATTENA Illustrator • PRANA STUDIOS, Los Angeles, California March - May 2015 Previs Artist - Sequence and Character Blocking. Camera animation. Set Schematic and Asset Creation. InDesign DISNEY’S ’DESCENDANTS WICKED WORLD’ After Effects • SPRITE ANIMATION STUDIOS, Los Angeles, California July - Oct 2014 Shake Layout Artist - Sequence and Character Blocking. Camera animation. PAC-MAN AND THE GHOSTLY ADVENTURES Maya 3D Modeling • GOOGLE, Sunnyvale, California March - May 2014 ToonBoom Harmony EFX Animation for Glen Keane’s DUET, the third installment of Google Spotlight Stories. 3D Stereo Conversion Working in conjunction with Google’s ATAP division (Advanced Technologies and Projects). OS X Platform • DISNEY TOON STUDIOS, Burbank, California 2012 - 2014 Previs-Schematic Artist/Modeler - Model Sets and Props in Maya to aid Viz Dev and Pre Viz Windows Platform LEGEND OF THE NEVERBEAST - Set Schematics and Layout PLANES: FIRE AND RESCUE - Set Schematics and Layout Linux Platform • WARNER BROS. TELEVISION AND CREATIVE SERVICES, Burbank, California 2011 - 2012 Art Director/Design Consultant - Key Art + Graphic design for the entertainment industry. -
3D ANIMATION Stash Media Inc
3D ANIMATION STASH MEDIA INC. Editor: StePHen PRICE Publisher: GReg ROBins Associate editor: HEATHER GRIEVE Associate publisher: CHRISTINE STEAD Account manager: APRIL HARVEY Producer: BRANDON DEMARCO Submissions coordinator: ABBEY KERR Music editor: STEVE MARCHESE Proofing editor: MARILEE BOITSON Preview and montage editor: JEFF ZEMETIS Contributing producer: ERIC ALBA Technical guidance: IAN HASKIN Get your inspiration delivered monthly. 3D Every issue of Stash DVD magazine is packed with outstanding animation and VFX for design and advertising. Subscribe now: ANIMATION WWW.STASHMEDIA.TV ISSN 1712-5928 SUBSCRPTIONS: WWW.STASHMEDIA.TV. SUBMIssIONS: WWW.STASHMEDIA.TV/SUBMIT. CONTACT: STASH MEDIA INC. 484-1641 LONSDALE AVENUE, NORTH VANCOUVER, BC V7M 2J5 CANADA LEGAL THINGS: STASH MAGAZINE AND STASH DVD ARE PUBLISHED 12 TIMES PER YEAR BY STASH MEDIA INC. All RIGHTS RESERVED AND CONTENTS COPYRIGHT STASH MEDIA INC. NO PART OF THIS BOOKLET NOR THE STASH DVD MAY BE COPIED WITHOUT EXPREss WRITTEN PERMIssION FROM THE PUBLISHER. CURATED IN NEW YORK, PRINTED IN CANADA. stash 01.02 NIKE “EvOLUTION” TVC :30 (Director’s Cut) Agency: WIEDEN+KENNEDY USA Director: NEILL BLOMKAMP Production/animation/VFX THE EMBASSY www.theembassyvfx.com Building on the success of “Crab”, their previous Nike assignment, Vancouver-based director Neill Blomkamp and The Embassy crew unwrap the ancestral lineage of Nike’s Air Zoom Huarache 2K4 trainer via some technically grueling CG masquerading as stop motion. BTW, this is the director’s cut. For The Embassy For Wieden+Kennedy